Level of detail based network adapted synchronization for cloud gaming

Video games are considered as a major arena of popular entertainment. They can include immersive actions, high visuals and hair-trigger responsiveness requiring devices with high performance e.g. console and dedicated PCs. With the arrival of cloud gaming, games can be hosted in a centralize server and access through the internet by thin client with modest capabilities. Cloud computing in game context has attracted significant attention due to its major characteristics of scalability, availability and computational power. However, current cloud gaming systems have very strong requirements in terms of bandwith and network resources. Thus, when used devices have little bandwith and/or people are located in area with limited network connectivity, they can not take advantage of these services. This paper presents an adaptation technique inspired by the level of detail (LoD) approach in 3D graphics. It is based on a cloud gaming paradigm in other to minimize the effect of poor network parameters (delay, loss, jitter) in order to enhance the game interactivity and improve the player quality of experience (QoE). A pilot experiment has been carried out to evaluate the approach through a proof of concept game. The pilot experiment shows that LoD based adaptation in cloud gaming allows enhancing the QoE.

[1]  Sandeep Kishan Singhal,et al.  Effective remote modeling in large-scale distributed simulation and visualization environments , 1996 .

[2]  Simon Stegmaier,et al.  A Generic Solution for Hardware-Accelerated Remote Visualization , 2002, VisSym.

[3]  Daniel Cohen-Or,et al.  Streaming Scenes to MPEG-4 Video-Enabled Devices , 2003, IEEE Computer Graphics and Applications.

[4]  Ki Hwan Yum,et al.  Efficient Data Packet Compression for Cache Coherent Multiprocessor Systems , 2012, 2012 Data Compression Conference.

[5]  Michael B. Dillencourt,et al.  Interest Management in Large-Scale Virtual Environments , 2000, Presence: Teleoperators & Virtual Environments.

[6]  Frank Dignum Agents for Games and Simulations II - Trends in Techniques, Concepts and Design [AGS 2010, The Second International Workshop on Agents for Games and Simulations, May 10, 2010, Toronto, Canada] , 2011, AGS.

[7]  Alessandro De Gloria,et al.  Platform for Distributed 3D Gaming , 2009, Int. J. Comput. Games Technol..

[8]  Guido Schmutz,et al.  Cloud Computing and SOA , 2014 .

[9]  James H. Clark,et al.  Hierarchical geometric models for visible surface algorithms , 1976, CACM.

[10]  Tiziana Ferrari,et al.  Differentiated Services , 2002 .

[11]  Jacques Ferber,et al.  The MADKIT Agent Platform Architecture , 2000, Agents Workshop on Infrastructure for Multi-Agent Systems.

[12]  Fabien Michel,et al.  Level of Detail based AI Adaptation for Agents in Video Games , 2013, ICAART.

[13]  Stephen E. Deering,et al.  Host extensions for IP multicasting , 1986, RFC.

[14]  Sujit Dey,et al.  Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach , 2009, GLOBECOM 2009 - 2009 IEEE Global Telecommunications Conference.

[15]  Jung Hong Chuang Level of Detail for 3D Graphics , 2002 .

[16]  Christophe Diot,et al.  End-to-end transmission control mechanisms for multiparty interactive applications on the Internet , 1999, IEEE INFOCOM '99. Conference on Computer Communications. Proceedings. Eighteenth Annual Joint Conference of the IEEE Computer and Communications Societies. The Future is Now (Cat. No.99CH36320).

[17]  AGRE: Integrating Environments with Organizations , 2004, E4MAS.

[18]  Renato Pajarola,et al.  REAL-TIME 3 D GRAPHICS STREAMING USING MPEG 4 , 2004 .

[19]  Jeffrey M. Bradshaw,et al.  Agents for Games and Simulations: Trends in Techniques, Concepts and Design , 2009 .

[20]  Michael F. Deering Data complexity for virtual reality: where do all the triangles go? , 1993, Proceedings of IEEE Virtual Reality Annual International Symposium.

[21]  Elisabeth André,et al.  Level of Detail AI for Virtual Characters in Games and Simulation , 2010, MIG.